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503724102Analyzed
3v3 RM · 8d ago on Sep 2, 2026· 64m 26s· 6 players
Game mode
Random Map
Map size
Normal (6 player)
Population
200
Speed
Normal
Resources
Standard
Victory
Conquest
Starting age
Dark Age
Ending age
Imperial Age
RankedLock teamsTeams togetherTeam positionsShared explorationLock speedFull tech treeHidden civsTurbo modeCheats
Victory
Defeat
🇦🇷 Koreans · Argentina
896
+16
🇦🇷 Khmer · Argentina
893
+16
🇦🇷 Inca · Argentina
874
+17
🇺🇸 Hindustanis · United States
972
-20
🇺🇸 Malay · United States
969
-20
🇺🇸 Malians · United States
767
-11
Player eAPM Actions Feudal Castle Imperial Opening
37 2,373 10:35 16:18 34:24 ⛏ Fast Castle
37 2,377 13:48 20:12 37:24 ⛏ Fast Castle
26 1,666 11:49 16:11 32:00 ⛏ Fast Castle
18 1,139 9:31 22:40 45:37
15 971 11:07 16:14 29:24 ⛏ Fast Castle
11 711 10:52 18:24 31:31 ⛏ Fast Castle

Resources

Player Food Wood Gold Stone Spent Collected
34,210 35,325 18,685 7,745 95,965 103,773
33,875 24,790 11,530 2,390 72,585 98,791
27,445 17,335 9,965 4,105 58,850 72,410
13,750 20,175 9,805 2,590 46,320 84,538
19,665 15,540 8,515 1,500 45,220 46,262
16,345 15,485 8,055 2,270 42,155 48,860
eAPM counts every action except AI orders — the automated orders the game issues on a player's behalf, which would otherwise inflate the number. Age times are when the player reached the age (hover for the click that started it). Openings are inferred from early production and building placement, and are omitted when unclear. The four resource columns are what a player spent — units and buildings ordered plus technologies researched, at standard costs; technologies a civ gets for free cost nothing, other civ discounts are not modelled. Collected adds what was still banked at the end, like the game's own statistics screen: a recording tracks the stockpile as one number rather than four, so it is a total only, and market trades shift resources without gathering any.
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